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  • Author : jsg
    Date : 2025-06-05 11:23:11
    Hash : 67d6f117
    Message : Import Mesa 25.0.7

  • lib/mesa/docs/perf.rst
  • Performance Tips
    ================
    
    Intel GPUs
    ----------
    
    #. Keep the system updated with the latest kernel and Mesa versions.
    #. Ensure SoC firmware is up-to-date. These firmware updates currently
       require installing the Windows graphics driver; firmware updates
       via `fwupd` are in progress.
    #. Use Wayland where possible, as it supports additional modifiers for
       better performance.
    #. For MTL and newer integrated GPUs, disable VT-d if virtualization is
       not needed.
    #. For discrete GPUs:
    
       #. Enable `ReBAR`_
       #. For workloads that keep the GPU busy (e.g. 3D videogames), 
          minimize idle power consumption by enabling `ASPM`_ powersave mode.
       #. For "bursty", latency-sensitive workloads (e.g. AI inference),
          enable ASPM performance mode.
    
    .. _ReBAR: https://www.intel.com/content/www/us/en/support/articles/000090831/graphics.html
    .. _ASPM: https://docs.redhat.com/en/documentation/red_hat_enterprise_linux/6/html/power_management_guide/aspm
    
    Software rendering
    ------------------
    
    #. Turn off smooth shading when you don't need it (glShadeModel)
    #. Turn off depth buffering when you don't need it.
    #. Turn off dithering when not needed.
    #. Use double buffering as it's often faster than single buffering
    #. Compile in the X Shared Memory extension option if it's supported on
       your system by adding -DSHM to CFLAGS and -lXext to XLIBS for your
       system in the Make-config file.
    #. Recompile Mesa with more optimization if possible.
    #. Try to maximize the amount of drawing done between glBegin/glEnd
       pairs.
    #. Use the MESA_BACK_BUFFER variable to find best performance in double
       buffered mode. (X users only)
    #. Optimized polygon rasterizers are employed when: rendering into back
       buffer which is an XImage RGB mode, not grayscale, not monochrome
       depth buffering is GL_LESS, or disabled flat or smooth shading
       dithered or non-dithered no other rasterization operations enabled
       (blending, stencil, etc)
    #. Optimized line drawing is employed when: rendering into back buffer
       which is an XImage RGB mode, not grayscale, not monochrome depth
       buffering is GL_LESS or disabled flat shading dithered or
       non-dithered no other rasterization operations enabled (blending,
       stencil, etc)
    #. Textured polygons are fastest when: using a 3-component (RGB), 2-D
       texture minification and magnification filters are GL_NEAREST texture
       coordinate wrap modes for S and T are GL_REPEAT GL_DECAL environment
       mode glHint( GL_PERSPECTIVE_CORRECTION_HINT, GL_FASTEST ) depth
       buffering is GL_LESS or disabled
    #. Lighting is fastest when: Two-sided lighting is disabled
       GL_LIGHT_MODEL_LOCAL_VIEWER is false GL_COLOR_MATERIAL is disabled No
       spot lights are used (all GL_SPOT_CUTOFFs are 180.0) No local lights
       are used (all position W's are 0.0) All material and light
       coefficients are >= zero
    #. XFree86 users: if you want to use 24-bit color try starting your X
       server in 32-bit per pixel mode for better performance. That is,
       start your X server with startx -- -bpp 32 instead of startx -- -bpp
       24
    #. Try disabling dithering with the MESA_NO_DITHER environment variable.
       If this environment variable is defined Mesa will disable dithering
       and the command glEnable(GL_DITHER) will be ignored.